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Increase bee arrival threshold to 20
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Change bee transit speed to 12
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Update as necessary: // In game.down, modify the bee grab section: if (adjustedDistance < 100) { bee.state = 'free'; bee.isMoving = true; // Set initial target to current position to prevent jumping bee.targetX = bee.x; bee.targetY = bee.y; // Then update target to the current touch position var touchPos = game.toLocal({x: x, y: y}, LK.stage); bee.targetX = touchPos.x; bee.targetY = touchPos.y; }
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Increase Bee transit speed to 8
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Increase the touch detection radius. Tell Ava: ```javascript // In game.down, increase the detection distance if (distance < 100) { // Increased from 50 to 100 bee.state = 'free'; bee.isMoving = true;
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Update using: Finally, modify the collision check. Tell Ava: ```javascript // In Bee's checkFlowerCollision method, add state check at start: if (self.state === 'transit') return; // Skip collision check during transit
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Add this directly to the Bee class: Add the destination interaction check. Tell Ava: ```javascript // Add this method to Bee class self.checkDestinationInteraction = function() { // Convert bee position to garden's local space var localPos = garden.toLocal({x: self.x, y: self.y}, game); // Check source flowers if (garden.sourceFlowers) { garden.sourceFlowers.children.forEach(function(flower) { var dx = localPos.x - flower.x; var dy = localPos.y - flower.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < garden.cellSize / 2) { self.collectPollen(flower); } }); } // Check grid position for buds var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { var gridItem = garden.grid[gridY][gridX]; if (gridItem && gridItem.isBud && self.currentPollen > 0) { self.checkFlowerCollision(); // Use existing collision logic } } };
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Update as needed: Add the destination interaction check. Tell Ava: ```javascript // Add this method to Bee class self.checkDestinationInteraction = function() { // Convert bee position to garden's local space var localPos = garden.toLocal({x: self.x, y: self.y}, game); // Check source flowers if (garden.sourceFlowers) { garden.sourceFlowers.children.forEach(function(flower) { var dx = localPos.x - flower.x; var dy = localPos.y - flower.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < garden.cellSize / 2) { self.collectPollen(flower); } }); } // Check grid position for buds var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { var gridItem = garden.grid[gridY][gridX]; if (gridItem && gridItem.isBud && self.currentPollen > 0) { self.checkFlowerCollision(); // Use existing collision logic } } };
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Update as needed: Now let's update the Bee's movement logic. Tell Ava: ```javascript // In Bee's update method, replace current movement with: if (self.state === 'free' && self.isMoving) { // Existing drag behavior self.x += (self.targetX - self.x) * self.moveSpeed; self.y += (self.targetY - self.y) * self.moveSpeed; } else if (self.state === 'transit') { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.arrivalThreshold) { // Normalize movement vector var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.transitSpeed; self.y += Math.sin(angle) * self.transitSpeed; } else { // We've arrived - check for interactions self.checkDestinationInteraction(); self.state = 'free'; } }
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Update as necessary: game.down = function(x, y, obj) { // Convert touch position to world space var touchPos = game.toLocal({x: x, y: y}, LK.stage); // Check if touch is on bee var dx = touchPos.x - bee.x; var dy = touchPos.y - bee.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 50) { // Adjust radius as needed bee.state = 'free'; bee.isMoving = true; } else { bee.state = 'transit'; bee.targetX = touchPos.x; bee.targetY = touchPos.y; } };
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// Add these properties to the Bee class's initialization self.state = 'free'; // 'free', 'transit' self.targetX = self.x; self.targetY = self.y; self.transitSpeed = 5; // Adjust this value for desired speed self.arrivalThreshold = 5; // How close we need to be to count as "arrived"
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Also increase the timer of sequential auto blooms after the first one from 4 seconds to 6 seconds.
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Update as needed: pattern.forEach(function (pos, index) { var [dy, dx] = pos; LK.setTimeout(function () { // Verify grid position is still empty var targetRow = spawnRow + dy; var targetCol = spawnCol + dx; if (targetRow >= 0 && targetRow < self.garden.rows && targetCol >= 0 && targetCol < self.garden.cols && !self.garden.grid[targetRow][targetCol]) { var newBud = new Bud(); var worldPos = self.garden.gridToWorld(targetCol, targetRow); newBud.x = worldPos.x - 400 + self.garden.cellSize; newBud.y = worldPos.y - 400 - 50; newBud.scale.set(0); self.garden.grid[targetRow][targetCol] = newBud; self.garden.addChild(newBud); // Only set up auto-bloom for patterns with multiple buds if (pattern.length > 1 && index === 0) { LK.setTimeout(function() { if (newBud && newBud.parent && newBud.isBud && !newBud.isBeingReplaced) { newBud.autoBloom(); // When first bud blooms, start timer for second bud if (pattern[1]) { LK.setTimeout(function() { var secondBud = self.garden.grid[spawnRow + pattern[1][0]][spawnCol + pattern[1][1]]; if (secondBud && secondBud.isBud && !secondBud.isBeingReplaced) { secondBud.autoBloom(); // When second bud blooms, start timer for third bud if (pattern[2]) { LK.setTimeout(function() { var thirdBud = self.garden.grid[spawnRow + pattern[2][0]][spawnCol + pattern[2][1]]; if (thirdBud && thirdBud.isBud && !thirdBud.isBeingReplaced) { thirdBud.autoBloom(); } }, 4000); // 4 seconds after second bud } } }, 4000); // 4 seconds after first bud } } }, 3000); // 3 seconds for first bud } // Then do scale animation tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); } }, index * 200); });
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Update as needed: pattern.forEach(function (pos, index) { var [dy, dx] = pos; LK.setTimeout(function () { // Verify grid position is still empty var targetRow = spawnRow + dy; var targetCol = spawnCol + dx; if (targetRow >= 0 && targetRow < self.garden.rows && targetCol >= 0 && targetCol < self.garden.cols && !self.garden.grid[targetRow][targetCol]) { var newBud = new Bud(); var worldPos = self.garden.gridToWorld(targetCol, targetRow); newBud.x = worldPos.x - 400 + self.garden.cellSize; newBud.y = worldPos.y - 400 - 50; newBud.scale.set(0); self.garden.grid[targetRow][targetCol] = newBud; self.garden.addChild(newBud); // First bud blooms quickly if (index === 0) { LK.setTimeout(function() { if (newBud && newBud.parent && newBud.isBud && !newBud.isBeingReplaced) { newBud.autoBloom(); // When first bud blooms, start timer for second bud if (pattern[1]) { LK.setTimeout(function() { var secondBud = self.garden.grid[spawnRow + pattern[1][0]][spawnCol + pattern[1][1]]; if (secondBud && secondBud.isBud && !secondBud.isBeingReplaced) { secondBud.autoBloom(); // When second bud blooms, start timer for third bud if (pattern[2]) { LK.setTimeout(function() { var thirdBud = self.garden.grid[spawnRow + pattern[2][0]][spawnCol + pattern[2][1]]; if (thirdBud && thirdBud.isBud && !thirdBud.isBeingReplaced) { thirdBud.autoBloom(); } }, 4000); // 4 seconds after second bud } } }, 4000); // 4 seconds after first bud } } }, 3000); // 3 seconds for first bud } // Then do scale animation tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); } }, index * 200); });
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Update as needed: pattern.forEach(function (pos, index) { var [dy, dx] = pos; LK.setTimeout(function () { // Verify grid position is still empty var targetRow = spawnRow + dy; var targetCol = spawnCol + dx; if (targetRow >= 0 && targetRow < self.garden.rows && targetCol >= 0 && targetCol < self.garden.cols && !self.garden.grid[targetRow][targetCol]) { var newBud = new Bud(); var worldPos = self.garden.gridToWorld(targetCol, targetRow); newBud.x = worldPos.x - 400 + self.garden.cellSize; newBud.y = worldPos.y - 400 - 50; newBud.scale.set(0); self.garden.grid[targetRow][targetCol] = newBud; self.garden.addChild(newBud); // Set the bloom timer first var bloomDelay = index === 0 ? 3000 : 5000; // Using milliseconds for clarity LK.setTimeout(function() { if (newBud && newBud.parent && newBud.isBud && !newBud.isBeingReplaced) { newBud.autoBloom(); } }, bloomDelay); // Then do scale animation tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); } }, index * 200); });
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we can remove any bloomTimer-related code from the Bud's update method, leaving just the rotation animation: ```javascript self.update = function () { // Basic animation self.rotation = Math.sin(LK.ticks * 0.05) * 0.1; };
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Update as needed: pattern.forEach(function (pos, index) { var [dy, dx] = pos; LK.setTimeout(function () { // Verify grid position is still empty var targetRow = spawnRow + dy; var targetCol = spawnCol + dx; if (targetRow >= 0 && targetRow < self.garden.rows && targetCol >= 0 && targetCol < self.garden.cols && !self.garden.grid[targetRow][targetCol]) { var newBud = new Bud(); var worldPos = self.garden.gridToWorld(targetCol, targetRow); newBud.x = worldPos.x - 400 + self.garden.cellSize; newBud.y = worldPos.y - 400 - 50; newBud.scale.set(0); self.garden.grid[targetRow][targetCol] = newBud; self.garden.addChild(newBud); // Scale in animation tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut', onFinish: function() { // Set delayed auto-bloom after scale completes LK.setTimeout(function() { if (newBud && newBud.parent && newBud.isBud && !newBud.isBeingReplaced) { newBud.autoBloom(); } }, index === 0 ? 180 : 300); } }); } }, index * 200); });
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Update as needed with: Let's fix the autoBloom method: ```javascript self.autoBloom = function () { if (!self.isBud || self.isBeingReplaced) { return; } self.isBeingReplaced = true; // Get garden reference from parent var garden = self.parent; if (!garden) return; // Get grid position directly from garden for (var gridY = 0; gridY < garden.rows; gridY++) { for (var gridX = 0; gridX < garden.cols; gridX++) { if (garden.grid[gridY][gridX] === self) { // Create random color flower var flowerColors = ['red', 'blue', 'yellow']; var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)]; var newFlower = new BasicFlower(randomColor); newFlower.x = self.x; newFlower.y = self.y; newFlower.isFlower = true; newFlower.hasActivePollen = false; // Update grid garden.removeChild(self); garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); return; } } } };
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Update with: pattern.forEach(function (pos, index) { var [dy, dx] = pos; LK.setTimeout(function () { var targetRow = spawnRow + dy; var targetCol = spawnCol + dx; if (targetRow >= 0 && targetRow < self.garden.rows && targetCol >= 0 && targetCol < self.garden.cols && !self.garden.grid[targetRow][targetCol]) { var newBud = new Bud(); var worldPos = self.garden.gridToWorld(targetCol, targetRow); newBud.x = worldPos.x - 400 + self.garden.cellSize; newBud.y = worldPos.y - 400 - 50; newBud.scale.set(0); self.garden.grid[targetRow][targetCol] = newBud; self.garden.addChild(newBud); tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut', onFinish: function() { // Force immediate auto-bloom after scale animation newBud.autoBloom(); } }); } }, index * 200); });
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Remove the bloomTimer-related code from the Bud's update method, keeping just the rotation animation: ```javascript self.update = function () { // Basic animation self.rotation = Math.sin(LK.ticks * 0.05) * 0.1; };
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In the BudSpawner where buds are created, replace: ```javascript var newBud = new Bud(); newBud.bloomTimer = (index === 0) ? 180 : 300; // First bud blooms faster ``` with: ```javascript var newBud = new Bud(); LK.setTimeout(function() { if (newBud && newBud.parent && newBud.isBud && !newBud.isBeingReplaced) { newBud.autoBloom(); } }, index === 0 ? 180 : 300); // 3 or 5 seconds ```
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Let's make the bloomTimer check more robust: ```javascript self.update = function () { // Basic animation self.rotation = Math.sin(LK.ticks * 0.05) * 0.1; // Add auto-bloom timer if (self.isBud && !self.isBeingReplaced && self.bloomTimer > 0) { if (typeof self.bloomTimer !== 'number') { self.bloomTimer = 300; } self.bloomTimer--; if (self.bloomTimer <= 0 && self.parent) { // Check parent exists self.autoBloom(); } } };
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Let's modify the autoBloom method to use the garden reference through the bud's parent: ```javascript self.autoBloom = function () { if (!self.isBud || self.isBeingReplaced) { return; } self.isBeingReplaced = true; // Use parent (garden) reference instead of global var garden = self.parent; if (!garden) return; var localPos = garden.toLocal({ x: self.x, y: self.y }, garden.parent); // garden.parent should be game // Rest of autoBloom remains the same...
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And in the BudSpawner where buds are created, add this one line right after creating the new Bud: ```javascript var newBud = new Bud(); newBud.bloomTimer = (index === 0) ? 180 : 300; // First bud blooms faster
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Let's just add the auto-bloom timer directly into the existing Bud class update method: ```javascript self.update = function () { // Basic animation self.rotation = Math.sin(LK.ticks * 0.05) * 0.1; // Add auto-bloom timer if (self.isBud && !self.isBeingReplaced) { if (!self.hasOwnProperty('bloomTimer')) { self.bloomTimer = 300; // Default 5 seconds } self.bloomTimer--; if (self.bloomTimer <= 0) { self.autoBloom(); } } };
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BasicFlower = Container.expand(function (color) { var self = Container.call(this); // Store flower color self.color = color || 'red'; // Default to red if no color specified // Map color to asset name var assetMap = { 'red': 'RedFlower', 'blue': 'BlueFlower', 'yellow': 'YellowFlower' }; // Attach bud asset first var budGraphics = self.attachAsset('Bud', { anchorX: 0.5, anchorY: 0.5 }); // Use correct asset based on color var flowerGraphics = self.attachAsset(assetMap[self.color], { anchorX: 0.5, anchorY: 0.5 }); self.hasActivePollen = false; self.fairyParticles = []; self.FAIRY_COUNT = 3; self.update = function () { var scaleFactor = 1 + Math.sin(LK.ticks * 0.1) * 0.05; flowerGraphics.scale.x = scaleFactor; flowerGraphics.scale.y = scaleFactor; flowerGraphics.rotation = Math.sin(LK.ticks * 0.1) * 0.05; }; self.bloom = function () { // Scale animation self.scale.set(0.3, 0.3); tween(self.scale, { x: 1, y: 1 }, { duration: 1000, onFinish: function onFinish() { // Set active pollen state before checking matches self.hasActivePollen = true; self.pollenCollected = false; // Find position in grid var foundGridPos = false; var gridX = 0; var gridY = 0; for (var y = 0; y < garden.rows; y++) { for (var x = 0; x < garden.cols; x++) { if (garden.grid[y][x] === self) { gridX = x; gridY = y; foundGridPos = true; break; } } if (foundGridPos) { break; } } // Check for matches after bloom completes if (foundGridPos && game.flowerMatcher) { LK.setTimeout(function () { game.flowerMatcher.checkForMatches(garden, gridX, gridY); }, 100); // Short delay to ensure animation completes } } }); // Create initial burst particles self.createPollenBurst(self.x, self.y); self.removeFairyParticles = function () { self.fairyParticles.forEach(function (fairy) { self.removeChild(fairy); }); self.fairyParticles = []; }; }; self.createPollenBurst = function (x, y) { for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); var angle = i / 12 * Math.PI * 2; particle.x = x; particle.y = y; particle.vx = Math.cos(angle) * 3; particle.vy = Math.sin(angle) * 3; if (self.parent) { self.parent.addChild(particle); } } }; // Initialize pollen status self.pollenCollected = true; // Set to true so pollen can't be collected }); var Bee = Container.expand(function () { var self = Container.call(this); self.currentColor = null; // Add this back // Movement properties var beeSprite = self.attachAsset('Bee', { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.targetX = self.x; self.targetY = self.y; self.moveSpeed = 0.1; // Adjust this for faster/slower following self.isMoving = false; // New pollen properties self.maxPollen = 14; // Exactly enough for 2 buds (2 * 7 = 14) self.currentPollen = 0; // Current amount being carried self.pollenTypes = []; // Array to track different pollen colors // Format: [{color: 'red', amount: 30}, ...] // Add trail property self.pollenTrail = new PollenTrail(); game.addChild(self.pollenTrail); // Add to game so it renders behind bee // Pollen collection method self.collectPollen = function (flower) { if (self.currentPollen < self.maxPollen && flower.isSourceFlower) { if (self.currentPollen >= self.maxPollen) { return; // Don't collect if we're at max } var collectAmount = Math.min(14, self.maxPollen - self.currentPollen); // Add to pollen types first var existingType = self.pollenTypes.find(function (p) { return p.color === flower.color; }); if (existingType) { existingType.amount += collectAmount; } else { self.pollenTypes.push({ color: flower.color, amount: collectAmount }); } // Restart trail with current color if (self.pollenTrail) { self.pollenTrail.active = false; // Force restart self.pollenTrail.startTrail(self.x, self.y, garden, self); } // Set currentPollen to match total of all types self.currentPollen = self.pollenTypes.reduce(function (total, type) { return total + type.amount; }, 0); self.currentColor = flower.color; // Add this back self.pollenTrail.currentColor = flower.color; if (!flower.isSourceFlower) { flower.pollenCollected = true; flower.hasActivePollen = false; flower.removeFairyParticles(); } else { // Source flowers reset immediately flower.hasActivePollen = true; flower.pollenCollected = false; } // Removed bee UI update call // Removed match checking from collectPollen method } }; self.checkFlowerCollision = function () { // Convert bee position to garden's local space var localPos = garden.toLocal({ x: self.x, y: self.y }, game); // Check source flowers first if (garden.sourceFlowers) { garden.sourceFlowers.children.forEach(function (flower) { var dx = localPos.x - flower.x; var dy = localPos.y - flower.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < garden.cellSize / 2) { self.collectPollen(flower); } }); } // Calculate grid position var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); // Check if position is within grid bounds if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { var gridItem = garden.grid[gridY][gridX]; if (gridItem) { if (gridItem.isFlower && gridItem.hasActivePollen && gridItem.scale.x >= 1 && gridItem.color === self.currentColor) { // Collect pollen from flower self.collectPollen(gridItem); } else if (gridItem && gridItem.isBud && self.currentPollen > 0) { if (gridItem.isBeingPollinated) { return; } gridItem.isBeingPollinated = true; var pollenColor = self.usePollen(gridItem); if (!pollenColor) { gridItem.isBeingPollinated = false; return; } // Double-check the bud is still there if (garden.grid[gridY][gridX] === gridItem && gridItem.isBud) { // Force remove the bud and clear grid position garden.removeChild(gridItem); garden.grid[gridY][gridX] = null; gridItem.destroy(); // Fully destroy the bud // Only create flower if position is clear if (!garden.grid[gridY][gridX]) { var newFlower = new BasicFlower(pollenColor); newFlower.x = gridItem.x; newFlower.y = gridItem.y; newFlower.isFlower = true; garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); } } else { gridItem.isBeingPollinated = false; } } } } }; self.update = function () { if (self.isMoving) { // Smooth movement towards target self.x += (self.targetX - self.x) * self.moveSpeed; self.y += (self.targetY - self.y) * self.moveSpeed; // Calculate rotation based on movement direction var dx = self.targetX - self.x; var dy = self.targetY - self.y; var angle = Math.atan2(dy, dx); self.rotation = angle + Math.PI / 2; // Update trail when carrying pollen if (self.currentPollen > 0) { // Make sure trail starts if not already active if (!self.pollenTrail.active) { self.pollenTrail.startTrail(self.x, self.y, garden); } self.pollenTrail.updateTrail(self.x, self.y); } // Add collision check self.checkFlowerCollision(); } }; // Pollen usage method self.usePollen = function (bud) { // Add debug logs var pollenUsed = 7; if (self.currentPollen > 0 && self.pollenTypes.length > 0) { // If we have less than pollenUsed, use remaining pollen if (self.currentPollen < pollenUsed) { pollenUsed = self.currentPollen; } // Reduce pollen instead of zeroing it self.currentPollen -= pollenUsed; // Update pollen types properly var pType = self.pollenTypes[0]; var color = pType.color; // New line to store color pType.amount -= pollenUsed; if (self.currentPollen <= 0) { self.pollenTypes = []; // Clear all pollen types when empty } // Removed bee UI update call // Only clear type if it's empty if (pType.amount <= 0) { self.pollenTypes.shift(); } // Only end trail if we're actually out of pollen if (self.currentPollen <= 0 || self.pollenTypes.length === 0) { self.pollenTrail.active = false; self.pollenTrail.points = []; } return color; // Updated to return color } return null; }; return self; }); // Bud class var Bud = Container.expand(function () { var self = Container.call(this); var budGraphics = self.attachAsset('Bud', { anchorX: 0.5, anchorY: 0.5 }); // Timer properties self.bloomTimer = 5 * 60; // 5 seconds (assuming 60fps) self.isBud = true; self.isFlower = false; self.isBeingReplaced = false; // Add this flag // Update now handles timer and auto-bloom self.update = function () { // Basic animation self.rotation = Math.sin(LK.ticks * 0.05) * 0.1; }; self.autoBloom = function () { if (!self.isBud || self.isBeingReplaced) { return; // Prevent double-blooming or if already being replaced } self.isBeingReplaced = true; // Get garden reference from parent var garden = self.parent; if (!garden) { return; } // Get grid position directly from garden for (var gridY = 0; gridY < garden.rows; gridY++) { for (var gridX = 0; gridX < garden.cols; gridX++) { if (garden.grid[gridY][gridX] === self) { // Create random color flower var flowerColors = ['red', 'blue', 'yellow']; var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)]; var newFlower = new BasicFlower(randomColor); newFlower.x = self.x; newFlower.y = self.y; newFlower.isFlower = true; newFlower.hasActivePollen = false; // Update grid garden.removeChild(self); garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); return; } } } }; return self; }); // Add BudSpawner to handle progressive difficulty var BudSpawner = Container.expand(function () { var self = Container.call(this); self.patterns = { single: [[[0, 0]]], pairs: [[[0, 0], [0, 1]], // horizontal [[0, 0], [1, 0]], // vertical [[0, 0], [1, 1]] // diagonal ], triples: [[[0, 0], [0, 1], [0, 2]], // horizontal [[0, 0], [1, 0], [2, 0]], // vertical [[0, 0], [1, 1], [2, 2]], // diagonal [[0, 0], [0, 1], [1, 0]] // L shape ] }; self.warningTime = 180; // 3 seconds at 60fps self.currentPattern = null; self.warningSprites = []; self.nextSpawnPosition = null; self.createWarning = function (x, y) { var warning = new Container(); var crack = warning.attachAsset('Crack', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); warning.x = x; warning.y = y; warning.scale.set(0); // Create the growing crack animation tween(warning.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); tween(crack, { alpha: 0.8 }, { duration: 500 }); // Add rotation animation warning.update = function () { warning.rotation = Math.sin(LK.ticks * 0.03) * 0.1; }; self.garden.addChild(warning); return warning; }; self.updateWarningEffects = function () { var timeProgress = (180 - self.warningTime) / 180; // 0 to 1 var intensity = Math.sin(timeProgress * Math.PI * 4) * 0.5 + 0.5; // Pulsing effect self.warningSprites.forEach(function (sprite) { // Increase glow and intensity as spawn time approaches sprite.children[0].alpha = 0.3 + intensity * 0.7; sprite.children[0].scale.set(0.8 + intensity * 0.4); // Add subtle shake when close to spawning if (self.warningTime < 60) { // Last second sprite.x += (Math.random() - 0.5) * 2; sprite.y += (Math.random() - 0.5) * 2; } }); }; self.garden = null; self.gameTime = 0; self.init = function (garden) { self.garden = garden; self.gameTime = 0; self.firstBloom = false; // Just set the first bloom timer self.nextBloomTime = 90; // 1.5 seconds for first bloom }; self.findEmptySpot = function () { var validSpots = []; // Match flower removal coordinate system [gridY][gridX] for (var gridY = 0; gridY < self.garden.rows; gridY++) { for (var gridX = 0; gridX < self.garden.cols; gridX++) { if (!self.garden.grid[gridY][gridX]) { validSpots.push({ x: gridX, y: gridY }); } } } if (validSpots.length > 0) { return validSpots[Math.floor(Math.random() * validSpots.length)]; } return null; }; self.selectSpawnPosition = function () { // Count empty spaces var emptySpaces = 0; var emptyPositions = []; for (var row = 0; row < self.garden.rows; row++) { for (var col = 0; col < self.garden.cols; col++) { if (self.garden.grid[row][col] === null) { emptySpaces++; emptyPositions.push({ row: row, col: col }); } } } // No empty spaces if (emptySpaces === 0) { return null; } // Select pattern size based on empty spaces var patternPool; if (emptySpaces >= 3) { patternPool = Math.random() < 0.7 ? self.patterns.triples : self.patterns.pairs; } else if (emptySpaces >= 2) { patternPool = Math.random() < 0.7 ? self.patterns.pairs : self.patterns.single; } else { patternPool = self.patterns.single; } // Find valid positions for selected pattern pool var validPositions = []; for (var _i = 0, _emptyPositions = emptyPositions; _i < _emptyPositions.length; _i++) { var _emptyPositions$_i = _emptyPositions[_i], row = _emptyPositions$_i.row, col = _emptyPositions$_i.col; var _iterator = _createForOfIteratorHelper6(patternPool), _step; try { patternCheck: for (_iterator.s(); !(_step = _iterator.n()).done;) { var pattern = _step.value; // Check if pattern fits at this position var _iterator2 = _createForOfIteratorHelper6(pattern), _step2; try { for (_iterator2.s(); !(_step2 = _iterator2.n()).done;) { var _step2$value = _slicedToArray7(_step2.value, 2), drow = _step2$value[0], dcol = _step2$value[1]; var nrow = row + drow; var ncol = col + dcol; if (nrow >= self.garden.rows || ncol >= self.garden.cols || self.garden.grid[nrow][ncol] !== null) { continue patternCheck; } } } catch (err) { _iterator2.e(err); } finally { _iterator2.f(); } validPositions.push({ row: row, col: col, pattern: pattern }); } } catch (err) { _iterator.e(err); } finally { _iterator.f(); } } // If no patterns fit, fall back to single bud if (validPositions.length === 0 && emptySpaces > 0) { var randomEmpty = emptyPositions[Math.floor(Math.random() * emptyPositions.length)]; return { row: randomEmpty.row, col: randomEmpty.col, pattern: self.patterns.single[0] }; } return validPositions.length > 0 ? validPositions[Math.floor(Math.random() * validPositions.length)] : null; }; self.getSpawnRate = function () { // Keep original timing logic return 16; // Spawn every frame for immediate filling }; self.update = function () { // Initialize timing trackers if (!self.lastSpawnTime) { self.lastSpawnTime = LK.ticks; self.isFirstSpawn = true; } // Quick first spawn (2 seconds), then 5 seconds for subsequent spawns if (!self.currentPattern) { var requiredDelay = self.isFirstSpawn ? 120 : 240; // 2 seconds vs 4 seconds if (LK.ticks - self.lastSpawnTime < requiredDelay) { return; } // Update spawn time and first spawn flag self.lastSpawnTime = LK.ticks; self.isFirstSpawn = false; // Select new spawn position and pattern var spawnInfo = self.selectSpawnPosition(); if (spawnInfo && spawnInfo.row !== undefined && spawnInfo.col !== undefined) { self.currentPattern = spawnInfo.pattern; self.nextSpawnPosition = { row: parseInt(spawnInfo.row), col: parseInt(spawnInfo.col) }; self.warningTime = 180; // Reset warning timer // Create warning indicators for pattern self.warningSprites = []; if (self.currentPattern) { var _iterator3 = _createForOfIteratorHelper4(self.currentPattern), _step3; try { for (_iterator3.s(); !(_step3 = _iterator3.n()).done;) { var _step3$value = _slicedToArray5(_step3.value, 2), dy = _step3$value[0], dx = _step3$value[1]; if (dx !== undefined && dy !== undefined) { var targetRow = self.nextSpawnPosition.row + dy; var targetCol = self.nextSpawnPosition.col + dx; var worldPos = self.garden.gridToWorld(targetCol, targetRow); var warning = self.createWarning(worldPos.x - 400 + self.garden.cellSize, worldPos.y - 400 - 50); self.warningSprites.push(warning); } } } catch (err) { _iterator3.e(err); } finally { _iterator3.f(); } } } } else if (self.nextSpawnPosition && self.currentPattern) { self.warningTime--; self.updateWarningEffects(); if (self.warningTime <= 0) { // Spawn animation self.warningSprites.forEach(function (sprite) { tween(sprite.scale, { x: 1, y: 1 }, { duration: 300, onFinish: function onFinish() { tween(sprite, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { return sprite.destroy(); } }); } }); }); // Cache spawn position before clearing var spawnRow = self.nextSpawnPosition.row; var spawnCol = self.nextSpawnPosition.col; var pattern = self.currentPattern; // Clear state before spawning to prevent timing issues self.warningSprites = []; self.currentPattern = null; self.nextSpawnPosition = null; // Spawn buds with delay between each pattern.forEach(function (pos, index) { var _pos = _slicedToArray8(pos, 2), dy = _pos[0], dx = _pos[1]; LK.setTimeout(function () { var targetRow = spawnRow + dy; var targetCol = spawnCol + dx; if (targetRow >= 0 && targetRow < self.garden.rows && targetCol >= 0 && targetCol < self.garden.cols && !self.garden.grid[targetRow][targetCol]) { var newBud = new Bud(); var worldPos = self.garden.gridToWorld(targetCol, targetRow); newBud.x = worldPos.x - 400 + self.garden.cellSize; newBud.y = worldPos.y - 400 - 50; newBud.scale.set(0); self.garden.grid[targetRow][targetCol] = newBud; self.garden.addChild(newBud); tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut', onFinish: function onFinish() { // Set delayed auto-bloom after scale completes LK.setTimeout(function () { if (newBud && newBud.parent && newBud.isBud && !newBud.isBeingReplaced) { newBud.autoBloom(); } }, index === 0 ? 180 : 300); } }); } }, index * 200); }); } } }; }); // Simplified FlowerManager - mainly for flower conversion and management var FlowerManager = Container.expand(function () { var self = Container.call(this); // Convert a bud to a flower self.convertBudToFlower = function (bud, garden) { var gridPos = { x: Math.floor((bud.y - garden.y) / garden.cellSize), y: Math.floor((bud.x - garden.x) / garden.cellSize) }; var newFlower = new BasicFlower(); newFlower.x = bud.x; newFlower.y = bud.y; newFlower.isFlower = true; garden.removeChild(bud); garden.grid[gridPos.x][gridPos.y] = newFlower; garden.addChild(newFlower); // When a flower blooms: createPollenBurst(newFlower.x, newFlower.y); return newFlower; }; // Empty touch handler as we're using the new trail system self.handleTouch = function () {}; }); var FlowerMatcher = Container.expand(function () { var self = Container.call(this); self.checkForMatches = function (garden, x, y) { var matches = self.findMatches(garden, x, y); if (matches.length >= 3) { self.clearMatches(garden, matches); return true; } return false; }; self.findMatches = function (garden, startX, startY) { if (startY < 0 || startY >= garden.rows || startX < 0 || startX >= garden.cols) { return []; } var startFlower = garden.grid[startY][startX]; if (!startFlower || !startFlower.isFlower) { return []; } var flowerColor = startFlower.color; var matches = []; var visited = {}; var _checkFlower = function checkFlower(x, y) { if (x < 0 || x >= garden.cols || y < 0 || y >= garden.rows) { return; } var key = x + ',' + y; if (visited[key]) { return; } visited[key] = true; var flower = garden.grid[y][x]; if (flower && flower.isFlower && !flower.isSourceFlower && flower.scale.x >= 1 && flower.color === flowerColor) { matches.push({ x: x, y: y, flower: flower }); _checkFlower(x + 1, y); _checkFlower(x - 1, y); _checkFlower(x, y + 1); _checkFlower(x, y - 1); } }; _checkFlower(startX, startY); return matches.length >= 3 ? matches : []; }; self.clearMatches = function (garden, matches) { matches.forEach(function (match) { var flower = match.flower; // Expand and pop animation tween(flower.scale, { x: 1.3, y: 1.3 }, { duration: 500, onFinish: function onFinish() { // Check if flower is still in expected position if (garden.grid[match.y][match.x] === flower) { // Create petal burst after animation self.createPetalBurst(match.x, match.y, flower.color); garden.grid[match.y][match.x] = null; garden.removeChild(flower); // Removed new bud creation after clearing matches } } }); }); }; self.createPetalBurst = function (x, y, color) { var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'orange': 0xFFA500, 'green': 0x00FF00 }; var worldPos = garden.gridToWorld(x, y); for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); var angle = i / 12 * Math.PI * 2; particle.x = worldPos.x; particle.y = worldPos.y; particle.vx = Math.cos(angle) * 8; particle.vy = Math.sin(angle) * 8; particle.scale.set(0.8); particle.tint = colorTints[color]; game.addChild(particle); } }; return self; }); //<Assets used in the game will automatically appear here> // Garden class to manage the grid of soil var Garden = Container.expand(function () { var self = Container.call(this); // Add new helper method for safe grid updates self.updateGridPosition = function (row, col, item) { if (row >= 0 && row < self.rows && col >= 0 && col < self.cols) { // First clear any existing item var existingItem = self.grid[row][col]; if (existingItem && existingItem.parent) { existingItem.parent.removeChild(existingItem); } // Then set new item self.grid[row][col] = item; return true; } return false; }; self.grid = []; self.rows = 8; self.cols = 8; self.cellSize = 210; self.init = function () { var _this = this; // Add source flowers this.sourceFlowers = new Container(); this.addChild(this.sourceFlowers); // Calculate positions var centerX = this.cols * this.cellSize / 2; // Blue flower at bottom center var blueFlower = new SourceFlower('blue'); blueFlower.x = centerX; blueFlower.y = self.rows * self.cellSize + self.cellSize * 1.5; // Move down one more row this.sourceFlowers.addChild(blueFlower); // Red flower under bottom left bud var redFlower = new SourceFlower('red'); redFlower.x = self.cellSize / 2; // Align with first column's center redFlower.y = self.rows * self.cellSize + self.cellSize * 1.5; // Move down one more row this.sourceFlowers.addChild(redFlower); // Yellow flower under bottom right bud var yellowFlower = new SourceFlower('yellow'); yellowFlower.x = self.cols * self.cellSize - self.cellSize / 2; // Align with last column's center yellowFlower.y = self.rows * self.cellSize + self.cellSize * 1.5; // Move down one more row this.sourceFlowers.addChild(yellowFlower); // Center the grid on screen self.x = (2048 - self.cols * self.cellSize) / 2; self.y = (2732 - self.rows * self.cellSize) / 2 + 2732 * 0.12 - 400; // Initialize empty grid for (var i = 0; i < self.rows; i++) { self.grid[i] = []; for (var j = 0; j < self.cols; j++) { self.grid[i][j] = null; } } }; // Helper method to convert grid position to world position self.gridToWorld = function (gridX, gridY) { if (typeof gridX !== 'number' || typeof gridY !== 'number') { console.log('Invalid grid coordinates:', gridX, gridY); return { x: self.x, y: self.y }; // Return default position if invalid } return { x: self.x + gridX * self.cellSize + self.cellSize / 2, y: self.y + gridY * self.cellSize + self.cellSize / 2 }; }; // Helper method to convert world position to grid position self.worldToGrid = function (worldX, worldY) { var localX = worldX - self.x; var localY = worldY - self.y; return { x: Math.floor(localX / self.cellSize), y: Math.floor(localY / self.cellSize) }; }; }); // GardenBackground class var GardenBackground = Container.expand(function () { var self = Container.call(this); var gardenBackground = LK.getAsset('SpringBackground', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.02, scaleY: 1.02, x: 2048 / 2, y: 2732 / 2 }); self.addChild(gardenBackground); }); var Hive = Container.expand(function () { var self = Container.call(this); var hiveSprite = self.attachAsset('Hive', { anchorX: 0.5, anchorY: 0.5 }); self.storedPollen = { 'red': 0, 'blue': 0, 'yellow': 0 }; // Add meter above hive self.pollenMeter = new PollenMeter(); self.pollenMeter.y = -200; self.addChild(self.pollenMeter); // Collection method self.collectFromBee = function (bee) { if (bee.currentPollen > 0) { // Transfer each type of pollen bee.pollenTypes.forEach(function (type) { // Initialize hive's stored pollen for this color if needed if (!self.storedPollen) { self.storedPollen = {}; } if (!self.storedPollen[type.color]) { self.storedPollen[type.color] = 0; } // Add to hive's storage self.storedPollen[type.color] += type.amount; // Removed hive UI update call }); // Create particles spread across the hive's width var particleCount = 20; var hiveWidth = 300; for (var i = 0; i < particleCount; i++) { var particle = new PollenParticle().init('transfer'); particle.x = -hiveWidth / 2 + Math.random() * hiveWidth; particle.y = -200; particle.vx = (Math.random() - 0.5) * 0.5; particle.vy = 1 + Math.random(); particle.twinkleOffset = Math.random() * Math.PI * 2; particle.twinkleSpeed = 0.1 + Math.random() * 0.1; particle.scale.set(0.5); self.addChild(particle); } // Clear bee's pollen bee.currentPollen = 0; bee.pollenTypes = []; // Removed bee UI update call // End bee's trail bee.pollenTrail.active = false; bee.pollenTrail.points = []; } }; return self; }); var PollenMeter = Container.expand(function () { var self = Container.call(this); // Create background bar var background = LK.getAsset('marker', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 0.1 }); self.addChild(background); // Create fill bar var fill = LK.getAsset('marker', { anchorX: 0.5, anchorY: 0.5, scaleX: 0, scaleY: 0.1 }); fill.tint = 0xFFFF00; // Yellow for pollen self.fillBar = fill; self.addChild(fill); // Update method to show current pollen self.updateMeter = function (current, max) { fill.scale.x = current / max; }; return self; }); // PollenParticle class var PollenParticle = Container.expand(function () { var self = Container.call(this); // Particle properties self.velocity = { x: 0, y: 0 }; self.lifespan = 1; // Goes from 1 to 0 self.decayRate = 0.02; // How fast the particle fades self.type = 'trail'; // Can be 'trail' or 'burst' // Create the visual element var assetMap = { 'trail': 'PollenSparkle', 'burst': 'Petal', 'fairy': 'PollenSparkle', 'transfer': 'PollenSparkle' }; var pollenGraphics; // Initialize with random properties for more organic feel self.init = function (type) { self.type = type || 'trail'; if (!pollenGraphics) { pollenGraphics = self.attachAsset(assetMap[self.type], { anchorX: 0.5, anchorY: 0.5 }); } // Set initial scale based on type if (self.type === 'trail') { self.scale.set(0.7 + Math.random() * 0.3); // Larger for trail self.decayRate = 0.03; // Faster decay for trail // Slight random velocity for trail movement self.velocity = { x: (Math.random() - 0.5) * 2, y: (Math.random() - 0.5) * 2 }; } else if (self.type === 'burst') { self.scale.set(0.5 + Math.random() * 0.3); // Smaller initial size for bursts self.decayRate = 0.01; // Slower decay for longer travel // Radial burst velocity var angle = Math.random() * Math.PI * 2; var speed = 3 + Math.random() * 5; // Increased speed for further travel self.velocity = { x: Math.cos(angle) * speed, y: Math.sin(angle) * speed }; } else if (self.type === 'fairy') { self.lifespan = undefined; // Don't fade out self.startAngle = Math.random() * Math.PI * 2; // Random start position self.orbitRadius = 20 + Math.random() * 40; // Increase orbit radius variation self.orbitSpeed = 0.005 + Math.random() * 0.03; // Increase orbit speed variation self.update = function () { var time = LK.ticks * self.orbitSpeed; // Orbit motion self.x = Math.cos(time + self.startAngle) * self.orbitRadius; self.y = Math.sin(time + self.startAngle) * self.orbitRadius; // Add bobbing self.y += Math.sin(time * 2 + self.startAngle) * 10; }; } // Random rotation speed self.rotationSpeed = (Math.random() - 0.5) * 0.2; // Random starting rotation self.rotation = Math.random() * Math.PI * 2; // Add random rotation speed for dynamic movement self.rotationSpeed = (Math.random() - 0.5) * 0.2; // Full opacity to start self.alpha = 1; if (self.type === 'transfer') { self.scale.set(0.5); self.alpha = 1; self.twinkleOffset = 0; // Initialize twinkle offset self.twinkleSpeed = 0.1; // Initialize twinkle speed self.update = function () { // Gentle drift down self.x += self.vx; self.y += self.vy; // Individual twinkle effect self.alpha = 0.6 + Math.sin(LK.ticks * self.twinkleSpeed + self.twinkleOffset) * 0.4; // Remove when below hive if (self.y > 100) { self.destroy(); } }; } return self; }; self.update = function () { // Update position based on velocity self.x += self.velocity.x; self.y += self.velocity.y; // Add rotation self.rotation += self.rotationSpeed; // Slow down velocity over time self.velocity.x *= 0.95; self.velocity.y *= 0.95; // Update lifespan and alpha self.lifespan -= self.decayRate; self.alpha = self.lifespan; // Scale slightly varies with life var scalePulse = 1 + Math.sin(LK.ticks * 0.2) * 0.1; pollenGraphics.scale.set(scalePulse * self.scale.x); // Remove when lifecycle complete if (self.lifespan <= 0) { self.destroy(); } }; }); // First, let's add a PollenTrail class to handle the dragging mechanic var PollenTrail = Container.expand(function () { var self = Container.call(this); self.points = []; self.active = false; self.currentGarden = null; // Store reference to garden self.MAX_SPEED = 15; // Adjust this value for proper feel self.startTrail = function (x, y, garden, bee) { self.active = true; self.points = [{ x: x, y: y, time: Date.now() }]; self.startTime = Date.now(); self.trailStartTime = Date.now(); self.currentGarden = garden; self.bee = bee; // Store bee reference self.lastPoint = { x: x, y: y }; // Initialize lastPoint // Force red on first particle to verify bee storage var particle = new PollenParticle().init('trail'); particle.children[0].tint = 0xFF0000; particle.x = x; particle.y = y; game.addChild(particle); }; self.updateTrail = function (x, y) { if (!self.active) { return; } // Enforce maximum speed var dx = x - self.lastPoint.x; var dy = y - self.lastPoint.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.MAX_SPEED) { var ratio = self.MAX_SPEED / distance; x = self.lastPoint.x + dx * ratio; y = self.lastPoint.y + dy * ratio; } self.points.push({ x: x, y: y, time: Date.now() }); self.lastPoint = { x: x, y: y }; // Create particle effect along trail var particle = new PollenParticle().init('trail'); if (self.bee && self.bee.pollenTypes && self.bee.pollenTypes[0]) { if (self.bee.pollenTypes[0].color === 'red') { particle.children[0].tint = 0xFF0000; } else if (self.bee.pollenTypes[0].color === 'blue') { particle.children[0].tint = 0x0000FF; } else if (self.bee.pollenTypes[0].color === 'yellow') { particle.children[0].tint = 0xFFFF00; } } particle.x = x; particle.y = y; game.addChild(particle); }; // Add the burst effect function self.createPollenBurst = function (x, y) { for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); var angle = i / 12 * Math.PI * 2; var distance = 30; particle.x = x + Math.cos(angle) * distance; particle.y = y + Math.sin(angle) * distance; // Give particles outward velocity particle.vx = Math.cos(angle) * 3; particle.vy = Math.sin(angle) * 3; game.addChild(particle); } }; self.endTrail = function () { if (!self.active) { return; } var affectedBuds = []; var checkedPositions = {}; self.points.forEach(function (point) { var localPos = self.currentGarden.toLocal({ x: point.x, y: point.y }, game); var gridX = Math.floor(localPos.x / self.currentGarden.cellSize); var gridY = Math.floor(localPos.y / self.currentGarden.cellSize); var posKey = gridX + ',' + gridY; if (!checkedPositions[posKey] && gridX >= 0 && gridX < self.currentGarden.cols && gridY >= 0 && gridY < self.currentGarden.rows) { checkedPositions[posKey] = true; var gridItem = self.currentGarden.grid[gridY][gridX]; // Verify it's a valid bud if (gridItem && gridItem.isBud === true && gridItem.isFlower === false) { affectedBuds.push({ bud: gridItem, gridX: gridX, gridY: gridY }); } } }); if (affectedBuds.length >= 2) { affectedBuds.forEach(function (budInfo) { // IMPORTANT: Clear the grid position first self.currentGarden.grid[budInfo.gridY][budInfo.gridX] = null; // Remove the bud from display list self.currentGarden.removeChild(budInfo.bud); // Create new flower var newFlower = new BasicFlower(); newFlower.x = budInfo.bud.x; newFlower.y = budInfo.bud.y; newFlower.isFlower = true; // Update grid position and add to display list self.currentGarden.grid[budInfo.gridY][budInfo.gridX] = newFlower; self.currentGarden.addChild(newFlower); // Start bloom animation newFlower.bloom(); }); } self.active = false; self.points = []; }; self.update = function () { // Just update particles, no time checks // Update all children particles for (var i = self.children.length - 1; i >= 0; i--) { var particle = self.children[i]; if (particle && particle.update) { particle.update(); } } }; }); // Add ScoreManager to handle chain reactions and scoring var ScoreManager = Container.expand(function () { var self = Container.call(this); self.currentScore = 0; self.currentChain = 0; self.chainMultiplier = 1; self.addToChain = function () { self.currentChain++; self.chainMultiplier = Math.min(1 + self.currentChain * 0.5, 5); // Cap at 5x self.addScore(100 * self.chainMultiplier); }; self.resetChain = function () { self.currentChain = 0; self.chainMultiplier = 1; }; self.addScore = function (points) { self.currentScore += Math.floor(points); // Update score display if (game.scoreDisplay) { game.scoreDisplay.text = self.currentScore.toString(); } }; }); var SourceFlower = Container.expand(function (color) { var self = Container.call(this); // Store flower color self.color = color; self.isSourceFlower = true; // Flag to identify source flowers // Map color to asset name var assetMap = { 'red': 'RedFlower', 'blue': 'BlueFlower', 'yellow': 'YellowFlower' }; // Create flower sprite var flowerGraphics = self.attachAsset(assetMap[self.color], { anchorX: 0.5, anchorY: 0.5 }); // Source flowers always have pollen self.hasActivePollen = true; self.fairyParticles = []; self.FAIRY_COUNT = 3; // Initialize fairy particles for (var i = 0; i < self.FAIRY_COUNT; i++) { var fairy = new PollenParticle().init('fairy'); fairy.scale.set(0.3 + Math.random() * 0.2); fairy.x += (Math.random() - 0.5) * 60; fairy.y += (Math.random() - 0.5) * 60; fairy.rotation = Math.random() * Math.PI * 2; fairy.rotationSpeed = (Math.random() - 0.5) * 0.2; self.addChild(fairy); self.fairyParticles.push(fairy); } // Gentle animation self.update = function () { var scaleFactor = 1 + Math.sin(LK.ticks * 0.1) * 0.05; flowerGraphics.scale.x = scaleFactor; flowerGraphics.scale.y = scaleFactor; flowerGraphics.rotation = Math.sin(LK.ticks * 0.1) * 0.05; // Update fairy particles self.fairyParticles.forEach(function (fairy) { if (fairy && fairy.update) { fairy.update(); } }); }; // Override collection behavior - source flowers regenerate pollen immediately self.pollenCollected = false; self.resetPollen = function () { self.hasActivePollen = true; self.pollenCollected = false; }; self.collectPollen = function () { // Reset immediately to allow continuous collection self.hasActivePollen = true; self.pollenCollected = false; }; return self; }); // Level display class var LevelDisplay = Text2.expand(function () { var self = Text2.call(this, 'Level 1', { size: 150, fill: 0xFFFFFF }); }); // Score display class var ScoreDisplay = Text2.expand(function () { var self = Text2.call(this, '0', { size: 150, fill: 0xFFFFFF }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Declare and initialize flowerManager in global scope function _slicedToArray8(r, e) { return _arrayWithHoles8(r) || _iterableToArrayLimit8(r, e) || _unsupportedIterableToArray8(r, e) || _nonIterableRest8(); } function _nonIterableRest8() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray8(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray8(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray8(r, a) : void 0; } } function _arrayLikeToArray8(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _iterableToArrayLimit8(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles8(r) { if (Array.isArray(r)) { return r; } } function _slicedToArray7(r, e) { return _arrayWithHoles7(r) || _iterableToArrayLimit7(r, e) || _unsupportedIterableToArray7(r, e) || _nonIterableRest7(); } function _nonIterableRest7() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _iterableToArrayLimit7(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles7(r) { if (Array.isArray(r)) { return r; } } function _createForOfIteratorHelper6(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray7(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n6 = 0, F = function F() {}; return { s: F, n: function n() { return _n6 >= r.length ? { done: !0 } : { done: !1, value: r[_n6++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray7(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray7(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray7(r, a) : void 0; } } function _arrayLikeToArray7(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _slicedToArray6(r, e) { return _arrayWithHoles6(r) || _iterableToArrayLimit6(r, e) || _unsupportedIterableToArray6(r, e) || _nonIterableRest6(); } function _nonIterableRest6() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _iterableToArrayLimit6(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles6(r) { if (Array.isArray(r)) { return r; } } function _createForOfIteratorHelper5(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray6(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n5 = 0, F = function F() {}; return { s: F, n: function n() { return _n5 >= r.length ? { done: !0 } : { done: !1, value: r[_n5++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray6(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray6(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray6(r, a) : void 0; } } function _arrayLikeToArray6(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _slicedToArray5(r, e) { return _arrayWithHoles5(r) || _iterableToArrayLimit5(r, e) || _unsupportedIterableToArray5(r, e) || _nonIterableRest5(); } function _nonIterableRest5() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _iterableToArrayLimit5(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles5(r) { if (Array.isArray(r)) { return r; } } function _createForOfIteratorHelper4(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray5(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n4 = 0, F = function F() {}; return { s: F, n: function n() { return _n4 >= r.length ? { done: !0 } : { done: !1, value: r[_n4++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray5(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray5(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray5(r, a) : void 0; } } function _arrayLikeToArray5(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _slicedToArray4(r, e) { return _arrayWithHoles4(r) || _iterableToArrayLimit4(r, e) || _unsupportedIterableToArray4(r, e) || _nonIterableRest4(); } function _nonIterableRest4() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray4(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray4(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray4(r, a) : void 0; } } function _arrayLikeToArray4(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _iterableToArrayLimit4(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles4(r) { if (Array.isArray(r)) { return r; } } function _slicedToArray3(r, e) { return _arrayWithHoles3(r) || _iterableToArrayLimit3(r, e) || _unsupportedIterableToArray3(r, e) || _nonIterableRest3(); } function _nonIterableRest3() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _iterableToArrayLimit3(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles3(r) { if (Array.isArray(r)) { return r; } } function _createForOfIteratorHelper3(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray3(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n3 = 0, F = function F() {}; return { s: F, n: function n() { return _n3 >= r.length ? { done: !0 } : { done: !1, value: r[_n3++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray3(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray3(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray3(r, a) : void 0; } } function _arrayLikeToArray3(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _slicedToArray2(r, e) { return _arrayWithHoles2(r) || _iterableToArrayLimit2(r, e) || _unsupportedIterableToArray2(r, e) || _nonIterableRest2(); } function _nonIterableRest2() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _iterableToArrayLimit2(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles2(r) { if (Array.isArray(r)) { return r; } } function _createForOfIteratorHelper2(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray2(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n2 = 0, F = function F() {}; return { s: F, n: function n() { return _n2 >= r.length ? { done: !0 } : { done: !1, value: r[_n2++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray2(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray2(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray2(r, a) : void 0; } } function _arrayLikeToArray2(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _slicedToArray(r, e) { return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest(); } function _nonIterableRest() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _iterableToArrayLimit(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles(r) { if (Array.isArray(r)) { return r; } } function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } var flowerManager = new FlowerManager(); var titleScreen = new Container(); var background = LK.getAsset('titlebackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); titleScreen.addChild(background); var logo = LK.getAsset('logo', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); titleScreen.addChild(logo); var playButton = LK.getAsset('playButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 200 }); titleScreen.addChild(playButton); var tutorialButton = LK.getAsset('tutorialButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 400 }); titleScreen.addChild(tutorialButton); game.addChild(titleScreen); playButton.down = function (x, y, obj) { game.removeChild(titleScreen); var gardenBackground = new GardenBackground(); game.addChild(gardenBackground); garden = new Garden(); garden.init(); game.addChild(garden); var flowerManager = new FlowerManager(); game.flowerMatcher = new FlowerMatcher(); game.addChild(game.flowerMatcher); var pollenTrail = new PollenTrail(); game.addChild(pollenTrail); // Create bee and position above hive var bee = new Bee(); bee.x = 2048 / 2; bee.y = 2732 / 2; game.addChild(bee); // Ensure pollen particles are rendered on top by adding them last game.setChildIndex(pollenTrail, game.children.length - 1); // Initialize bud spawner garden.budSpawner = new BudSpawner(); garden.budSpawner.init(garden); game.addChild(garden.budSpawner); // Touch handlers game.down = function (x, y, obj) { bee.isMoving = true; bee.targetX = x; bee.targetY = y; }; game.move = function (x, y, obj) { if (bee.isMoving) { bee.targetX = x; bee.targetY = y - 200; } }; game.up = function (x, y, obj) { bee.isMoving = false; }; // Initialize score display var scoreDisplay = new ScoreDisplay(); scoreDisplay.anchor.set(0.5, 0); LK.gui.top.addChild(scoreDisplay); game.scoreDisplay = scoreDisplay; // Add the main update loop game.update = function () { // Update spawning system if (game.budSpawner) { game.budSpawner.update(); } // Update trail system if (pollenTrail) { pollenTrail.update(); } // Update garden elements if (garden) { // Update all flowers and buds in the grid for (var i = 0; i < garden.rows; i++) { for (var j = 0; j < garden.cols; j++) { var gridItem = garden.grid[i][j]; if (gridItem && gridItem.update) { gridItem.update(); } } } } // Update all children that have update methods for (var i = 0; i < game.children.length; i++) { var child = game.children[i]; if (child && child.update) { child.update(); } } // Update all particles if (game.particlesToUpdate) { for (var i = game.particlesToUpdate.length - 1; i >= 0; i--) { var particle = game.particlesToUpdate[i]; if (particle && particle.update) { particle.update(); } } } // Update bee if (bee && bee.update) { bee.update(); } }; }; tutorialButton.down = function (x, y, obj) { // Open tutorial }; // Removed duplicate playPollenPatternAnimation method
===================================================================
--- original.js
+++ change.js
@@ -611,10 +611,14 @@
}, {
duration: 1000,
ease: 'elasticOut',
onFinish: function onFinish() {
- // Force immediate auto-bloom after scale animation
- newBud.autoBloom();
+ // Set delayed auto-bloom after scale completes
+ LK.setTimeout(function () {
+ if (newBud && newBud.parent && newBud.isBud && !newBud.isBeingReplaced) {
+ newBud.autoBloom();
+ }
+ }, index === 0 ? 180 : 300);
}
});
}
}, index * 200);
A background image for a puzzle video game depicting the season of summer. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A background image for a puzzle video game depicting the season of fall. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A background image for a puzzle video game depicting the season of winter. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Multiple stylized texts with phrases that include “Hurry!” “Time’s up!” Cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a SVG text design in bold cartoon style: "SPRING" in chunky rounded letters with floral accents and vines. Use spring pastels.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "SUMMER" in bold cartoon style with chunky rounded letters. Add sun rays and small flower details in warm, vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "FALL" in bold cartoon style with chunky rounded letters. Add small falling leaves and acorn accents in warm autumn colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "WINTER" in bold cartoon style with chunky rounded letters. Add small snowflake accents and icy details in cool, frosty blues and white.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a SVG text design in bold cartoon style: “Bloom the garden" in chunky rounded letters with floral accents and vines. Use spring pastels.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "Match the blooms" in bold cartoon style with chunky rounded letters. Add sun rays and small flower details in warm, vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "Match to clear leaves" in bold cartoon style with chunky rounded letters. Add small falling leaves and acorn accents in warm autumn colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "DANCE TO STAY WARM" in bold cartoon style with chunky rounded letters. Add small snowflake accents and icy details in cool, frosty blues and white.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a SVG text design in bold cartoon style: "SEASON COMPLETE!" in chunky rounded letters with stars around it . Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.